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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 220 pages long: 1 30 60 90 ... 114 115 116 117 118 ... 120 150 180 210 220 · «PREV / NEXT»
Renen
Renen

Tavern Dweller
posted June 16, 2015 01:06 AM

Got the game from GoG.com
Installed this: [url=http://heroescommunity.com/viewthread.php3?TID=37208]Era II + WoG 3.58f[/url]
Then installed HD mod
Playing is fine, but sometimes I go to pick up an artifact from a chest, and game gives an error and crashes. Reloading and trying to pick up again still makes it crash.
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OyVey
OyVey

Tavern Dweller
posted July 12, 2015 06:55 PM
Edited by OyVey at 19:07, 12 Jul 2015.

I just wanted to address 2 issues that hold me back playing old wog 3.58f + official scripts update instead of migrating to ERA II.

First of all, ERA II generates a much different and horrendously worse random maps than both HoMM3 Complete 4.0 and WoG 3.58f.
Why is that? Was anything changed within the random map generator algorithm? The differences are really huge, I could supply some random generated maps by my current HoMM3/WoG and ERA II for comparison, whenever needed.

Second, I've checked WoG and ERA stock scripts... And WoG 3.58f with scripts update has much newer versions of the scripts, there's plenty of differences like updated features, rebalances etc that are NOT present in ERA II WoG stock scripts.
This is one of the very first things that I've noticed when I tried out ERA II, a lot of things were way too off, much different from my previous WoG experience, especially the creature rebalance scripts.

Here are some examples:
My WoG 3.58f rebalance factions script37.erm
Quote:
ZVSE
ERMS_ScriptDate=1.8(August).2006
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945

** Rebalanced Factions v1.4 by Steven Lynch
** WoGify Name: script37.erm
** Last Updated: 1 August, 2006


ERA II rebalance factions script
Quote:
ZVSE
ERMS_ScriptDate=23.9(September).2004
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.8.11.911

** Rebalanced Factions v1.3 by Steven Lynch
** WoGify Name: script37.erm
** Last Edited: September 23, 2004


Another example
My WoG 3.58f enhanced monsters script50.erm
Quote:
ZVSE
ERMS_ScriptDate=22.11(November).2005
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945
** ENHANCED MONSTERS  -  ERM script 50

** By Arstahd
** Version: 1.21 updated by Fnord to fix typo bug in line 1166 for Magog (value changed to 545) as
** mentioned by Arstahd in a forum comment
** Previously updated  October 26, 2004 by Arstahd
** Special thanks to Fnord & Herman the Weird for help with bug fixing and script maintenance


ERA II enhanced monsters script
Quote:
ZVSE
ERMS_ScriptDate=26.10(October).2004
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2003.12.4.909
** ENHANCED MONSTERS  -  ERM script 50

** By Arstahd
** Version: 1.20   updated  October 26, 2004 by Arstahd
** Special thanks to Fnord & Herman the Weird for help with bug fixing and script maintenance
** Local y to y- conversion by Fnord: March 26, 2004



So, the question - is there any particular reason for using outdated scripts in ERA II? Or is this just an overlook?
Any chance of script update to get on par with the WoG 3.58f + official scripts update versions?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 12, 2015 07:46 PM

The file generating random maps is called rmg.txt and is same for all heroes versions,  era or whatever changes nothing. You can also install HD mod and use templates from inside.

About updated scripts, all I know is that all wog 358 scripts were fixed for era, some replaced, other debugged.


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OyVey
OyVey

Tavern Dweller
posted July 12, 2015 10:35 PM
Edited by OyVey at 22:37, 12 Jul 2015.

As for the scripts, they are 3.58 but not 3.58f, also to count in the script update from old wog site.
They really should be the base for ERA II wog mod, instead of the much older non f 3.58 version as they contain new stuff/rebalances/fixes and such.

About the rng map generator - something HAD to be changed because it is definitely different, there way less stuff around the map, including monsters stacks and it seems to ignore "strong monsters" option completely - at standard homm3 4.0 heroes3.exe as well as 3.58f wog.exe I do get very rich maps nicely packed around with stuff and monsters are indeed hard, often upgraded tier 6/tier 7 guarding borders.
However ERA II, with same settings, generates maps that are lackluster, a lot of empty landscapes and stuff around is guarded by weak monsters and in less numbers. Upgraded tier 1 ~ unupgraded tier 3 guarding player borders/important teleporters/dungeon entrances, for a strong monsters options this is... rather not right?
I'd take a note I'm using same WoG config for both ERA II and WoG 3.58f [not as the same file, just hand picked same options].
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 12, 2015 11:19 PM

As I said, there is ONE file generating random maps, it is the rmg.txt. This file originally can be found in H3bitmap.lod. If someone decides he wants a better generator, he can place the new rmg.txt file in Data folder.

Now, about differences, there are none. Probably you got over time a better rmg.txt in older Heroes you had. If you check in wog 358/data, take rmg.txt from there and move it in Era/data folder, then will produce 100% same maps.

The original vanilla rmg.txt is rather chaotic thus experienced players created much better generators. You will find them all in HD mod, downloadable in Library forum.

As about other scripts changes, Era is the most up-to-date, considering also stability.  


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OyVey
OyVey

Tavern Dweller
posted July 12, 2015 11:46 PM

Hm, indeed, so it was 8MM6 rmg that was missing from my ERA data directory, gave it a quick run and the new map was much more interesting. Maybe you should bundle a few good .rmg's with ERA to choose from

The question about scripts still stands open - I am fully aware that the set of wog scripts which is ERA using has been worked on in terms of stability and bug hunting.
What I don't understand is why the older set of WoG scripts was picked as a base for it, instead of newest one [3.58f+scripts update [url=http://wog.celestialheavens.com/en/download/main/]http://wog.celestialheavens.com/en/download/main/[/url] & [url=http://www.celestialheavens.com/forums/viewtopic.php?t=5036]http://www.celestialheavens.com/forums/viewtopic.php?t=5036[/url]] for this purpose.
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 13, 2015 12:50 PM

they missed SU and already made bugfixes to a bit old 3.58f so it's branch next to SU. Some mods of my own bases on SU sources, so I needed SU wogify, so I made SU patch (merge of both wogify of both branches and a few another scipts, it doesn't gone fully upgrade). SU patch is a mod which is also included in WoG PLUS mod.

Bersy worries also about changes in SU ert files and translations.

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kokeeno
kokeeno

Tavern Dweller
posted July 21, 2015 09:54 AM

Renen said:
Got the game from GoG.com
Installed this: [url=http://heroescommunity.com/viewthread.php3?TID=37208]Era II + WoG 3.58f[/url]
Then installed HD mod
Playing is fine, but sometimes I go to pick up an artifact from a chest, and game gives an error and crashes. Reloading and trying to pick up again still makes it crash.


Same deal, whenever I right click an artifact in a message box, the game crashes. According to the HDmod changelog they fixed the issue:
3.716 -> 3.800 (11/13/2014)
[-] Wog/ERA bug fixed: Game crash occurs after right click on artifact in message box.

I have the gog complete version installed + era + hdmod. Reinstalled it once, but the issue persists. Any suggestions?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 21, 2015 10:06 AM
Edited by Salamandre at 10:07, 21 Jul 2015.

Does the game crash without HD mod when same action? And what mods do you use?

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kokeeno
kokeeno

Tavern Dweller
posted July 21, 2015 01:54 PM

Salamandre said:
Does the game crash without HD mod when same action? And what mods do you use?


Made a fresh HoMM3 install, tested it on the first map of the RoE campaign (there's a shipwrecked guy in the water, that gifts you an artifact). Vanilla worked fine obviously. Then I installed the newest ERA(with default settings) and it still worked fine. However after I installed the HD mod on top of it, the crashes started to occur.

So yes, the combination of ERA+HD seems to be the culprit.

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kswdiy
kswdiy


Adventuring Hero
posted July 22, 2015 03:32 PM

good!

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Z
Z


Hired Hero
posted July 25, 2015 02:57 PM

Hi guys. This is my first post here, and, of course (), I have some unresolved problems with my game.

I'm playing converted "Undead apocalypse v2.1" SoD map. I already know that converting might cause problems, bugs and glitches with the map, but I was hoping to sort this out if possible.

During game, while loading AI moves, one of my characters dissapears. Just vanishes from character column on the right.
I noticed that just before ending that turn his flag turns to yellow (I'm not sure if that's predictor of some sort). As seen [url=http://i.imgur.com/J2x8iVR.jpg?1]here[/url].

This is the log I get: http://pastebin.com/MemBDHHZ

This is not the first map with this. Also, sometimes one of my characters loses one of his secondary skills. For example - i had expert earth magic. The next turn I lost it completely.

Please help me with this if possible.

This is my mod manager: http://imgur.com/lpHXDrM

I'll provide any additional info if needed.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 25, 2015 03:49 PM
Edited by Salamandre at 15:50, 25 Jul 2015.

I would sort the mod manager with WOG at the base, then upon it, wog revised then very next to it, Sagamosa remade. This is the optimal loading order, as all those 3 are platforms.

Then Sagamosa remade is just remade, not fixed

Sagamosa still remains the biggest bugs archive so far, while potentially exceptional mod.

Then if you reload old save, make sure you press F12 when back in game, to load new scripts order.
____________
Era II mods and utilities

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Z
Z


Hired Hero
posted July 25, 2015 07:41 PM
Edited by Z at 19:46, 25 Jul 2015.

Tnx.

I did that and I will see if it'll work.

BTW, I figured something in meantime. On the WoG options screen, under map enhancements, "random hero" option must be disabled. Yellow flag appearance and crash happened after finishing battles with neutral monsters AND heroes leading them.

After restarting, game works fine. Until visiting a monolith.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 25, 2015 08:01 PM

Well I am sorry for your fails, as I said Sagamosa is not finished. I am ready to look and fix any bug coming from existing uploaded mods, except Sagamosa. Mostly because it uses almost all available resources (dialogs and vars ID) so when combined with other mods, will conflict.
____________
Era II mods and utilities

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Z
Z


Hired Hero
posted July 26, 2015 07:17 PM

Well, it's quite stable for now. Except for those monolith visits, but that doesn't concern me atm.
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Divertirti
Divertirti

Tavern Dweller
posted July 30, 2015 12:00 AM

Hello again ! I have encountered a bug while playing Era II with the HD Mod installed.While in battle during the fight if a creature from my army or the nemy army (the same applies to neutral monsters as well) enacts a magic, this magic multiples several times (8-12 times) in a row one after another. If this magic is so strong, it may kill the creature even before it had the chance to move at all. This cannot be undone by any click on the keyboard,as far as I know.
Does anyone meet such problem ? Can you give me some advice what to do or make an update for the HD mod where it will be solved ?
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 30, 2015 02:31 PM

wog 3.59 source
Quote:
void _NoMoreTactic(void)
{
 int i,tp;
 Byte *mon;
//asm int 3
 #include "templ.h"
 if(NMT_First) RETURNV
 if(NMT_man[0x13D68]==1) RETURNV // òàêòèêà
 NMT_First=1;
 SG_GuardsSet=0;
 for(i=0;i<(21*2);i++){
   // 3.58 Tower skip
   if(i==20) continue; // 3.58
   if(i==41) continue; // 3.58
   mon=&NMT_man[0x54CC+0x548*i];
   tp=*(int *)&mon[0x34];
   if(tp==173){        // Santa Gremlin
     MakeSGGuards(NMT_man,mon,i);
   }
   if((*(int *)&mon[0x4C])==0) continue;
//    BACall_Mon=mon;
//    BACall2(3,0);
//    BACall_Mon=0;
 }
 BACall_Day=1;
 BACall_Turn=0;
 BACall2(2,0);
 RETURNV
}


it limits Santa Guards to only santa gremlins, it should be limited to all creatures who has SGuards in their Creature Experience. Will you fix this?

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RealLifeCheate
RealLifeCheate

Tavern Dweller
posted August 01, 2015 09:42 PM

Bugs, questions and change suggestions ;)

Hello everybod,

let me first of all say WHAT GREAT work the WOG team and others ll have done. I am playing heroes since heroes 1 was released (i still think the heroes 1 music is great^^).

WOG is just the best thing ever i have spent countless hours playing on impossible 400%.


Now i found your site and you guys seem to know what you talk about. I wanted to upgrade wog (3.58) with additional towns.
When i installed Era the game worked greatly.

When i imported (with moodsmanager) the additional towns, the game didnt start anymore. All installations appeared in mods manager correctly.
But when trying to start, no error message, just n o t h i n g….

Can one of you explain me how i could import the new cities? Maybe a quick step by step explanation? (It costs you 10s and changes my life^^ ).


Thank you very very much. Also i look to play with human players, please write to me .

Thank you very much

RealLifeCheater / AdWordsSpecialist





Also here some gameplay things that should (in my opinion) really be fixed (like change suggestions):


-Castle: The fact that you need blacksmith to build griffins and swordsmans slows you in week 1.... Especially on impossible mod, it's getting really hard.


-Stronghold: Need to build all creature buildings, before building level 7 creatures (like in all cities). Or you get Ghost behemonths too easily!!!

-Rampart: Upgrade Elves to snarpshooters (=more damage, like in the campaign). Also maybe to lava snarpshooters too. +
This city is soo weak you can not play it. Also Feary dragons (if option choosen) should be able to attack (and not only cast spells).

-Tower: Make Santa Gremlin upgrade directly available. Now i can just choose to upgrade to halflings…

-Undead: It is a very strong race, the fact you don't need to build wights and you can have lichs in first week makes it even stronger. Please fix build order.

-Dungeon: Change pillar of eye costs. Having 1 of each ressource is hard until Week 1, Day 7. Make it cost more gold as example. Its a nogo in impossible games .

-Fortress: This city is kinda too weak to be played on impossible mod.
Please make mage guild possible (at least level 4) and also strenghten the gnolls a little please.
Also how about cast “curse” from the upgrades hydras (on all enemies it attacks).

What you think about this?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 01, 2015 10:17 PM

You should show your mod manager screen -upload pic. If you enabled all towns, won't work, must be one at once. Wog does not add towns, it replaces. For new town check Hota expansion.

Changes: those are easy to script, the only problem is that everyone wants a different thing. So you have wog, it offers script possibility, go ahead, make your own mod, what you ask is not difficult.
____________
Era II mods and utilities

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